Creating the Gravity Switcher
To achieve the floor mirror effect I wanted the players to appear as if they were underneath one another in the experience. To achieve this it meant that the second player had to be upside down and so a reverse gravity script was needed that wouldnt affect player One. After some discussions with my teachers and research online it was found that the rigid body could be singled out and changed on its own without having to change the gravity for the whole level.

This is also easy to trigger in the unity editor by increasing or decreasing the public float to increase or decrease the gravity intensity.

Testing the Gravity Switcher
After setting up the gravity script it was initially working and pulling the XR rig in the opposite direction but there were issues with the Rig going through objects or rapdidly being pushed around the environment. There were also problems with the rotation and position of the player causing some very unplayable conditions.
Issues with the Gravity Switch
Initially there were issues with the colliders affecting how the player could move in the environment and the opposing gravity almost fighting. After a few attempts and tests it was found in a strange way that turning off the character controller and using a capsule collider instead seemed to fix the issue and allow the player to appear upside without any major issues with movement.

Issues with Multiplayer Spawning
I was able to successfully have a stable network connection and able to spawn a player but i am having the issue of differntiating the players and spawning 2 seperate prefabs to have a seperate player one and player 2. It seems to only spawn one player at a time and this seems to be due to the game launching and not recognising that another player has already join the scene as player one

Multiple methods have been attampted including transforming the second player using a counter to see how many people are in the scene which doesnt seem to be working very well. This will need to be continued to be tested and investigated to see how this can be fixed otherwise the two player cooperative experience cannot be achieved…
